Correctly handle Object * arguments that were encoded as nullptr#1405
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AThousandShips
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This makes sense and is elegant, matches below as stated
reduz
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I've updated the PR per @reduz's requests, as well as made the And I just posted PR godotengine/godot#90394 to make the same change in the equivalent code in Godot. |
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Looks great! |
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Thanks for the review! |
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Cherry-picked for 4.2 in PR #1465 |
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Cherry-picked for 4.1 in PR #1466 |
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Fixes godotengine/godot#86478
Fixes #1056
This is an alternative to PR godotengine/godot#87613, fixing the issue in godot-cpp rather than in Godot itself. I explained my reasons for wanting to fix it in godot-cpp in this comment.
This uses a ternary expression to match the code in the
encode()method just below theconvert()method this PR changes:I think having the symmetry between the encode/decode methods is nice, even though it leads to a very long line of code. :-)
This PR also adds an automated test which will crash on
master, but succeed with this PR.